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Really good and creative game. Big fan of the unique combat mechanics and jobs system.

Cati (catsuses?) seem very strong, and both of it's upgrades too. 

Gym rats and their upgrades felt a bit weak. Too risky, having a large chance of growing weaker over time, same for bodybuilder (wich I ended up not risking). Marathon runner felt more guaranteed, but didn't quite pull it's own weight

Magician was a tad hard to use, but very useful. Very thematic. Cardslinger had a lot of utility too, but Mage felt a bit weak. It seems that in order to compensate for it's insane power to cause damage before the battle starts, it's plagued with inconsistency, causing no damage during the actual battle and having two bad cards. Might have been better if I had stacked more Varmints to mitigate that, but my Mae run didn't get to last that long. Feel like giving it another try thou

Farmer was nice, but it's uprades steal the show. Corn cob was funny and unique, but ultimately hard to make use of. Chef was very strong if you managed to make on early, but multiple don't stack very well (they start buff each other) and it can be risky to use too many ribbons at the start on a lizard that won't help in the front lines, so it felt balanced

Medic felt bad when I was trying to use it with regular cactus cause it's overshadowed by crested, but it worked wonders with metal catcti. Chemist felt too risky so I ended up didn't trying it

A few wiggles with getting to activate the Crested party buff and the mercenary attack buff, but just cause this is the demo

What was a tad furtrating overall was how, depending on your strategy, certain guys could be useless, not being able to be upgraded into a tree you can make use of. Wasn't that bad since you could always just get a few more till you got what you wanted, and some trees are usefull even "off combo", but with more jobs and tress, that could become more annoying (unless the point is to force people to find a way to make use of all their troops, even the ones that don't directly combo, since this would only really start turning into a problem once you started getting close to the maximum amount of troops possible, wich I didn't, not even in the hardest dificuty)

Other than that, archers could be slightly confusing, and how a few skills ineract, as well as the mechanics protecting against stalemates, weren't very clear until I experienced them. Might be a me thing, but I would love more detailed explanations of those (as well as exlicit mention of things like how every number is rounded down) in some sort of in-game guide

Overall a pretty incredible and unique game, already wishlised!

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Yeah, having some Vermints in backup made the Mage work out super well. Even the might cards feel like they could'v come in clutch in certain situations (thou that didn't actually happen)

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WIth two cardslingers and full backup bodybuilder and especially marathon runner managed to pop off a bit. Still ended up losing the gulch thou because I assumed troops would ented from the support from left to right, not right to left

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thanks for playing and for the writeup!! i agree with most of your takes here (especially chemist, definitely need to figure out a way to make them more viable). glad you wishlisted, it’s been a long process but i’m looking forward to finally getting this game released soon!